That's a good point too - the farmable resources are towards the 'home' side too (although Arrius mine is relatively easy for AD to swing around to).AnteCoyote wrote: »Glademist has it's farmable mine, Arrius has it's farmable mine, Faregyl has it's farmable lumbermill. I think it's pretty even.
Joy_Division wrote: »I think the idea was to provide varied topography at strategic points rather than make this a medieval military simulator. I actually like there are favorable areas to attack the keeps from as it helps give players who use their brains an advanatge over those who don't.
The EP potatoes that swarm Alessia's front gate deserve exactly what they get.
Hypertionb14_ESO wrote: »alessia is pretty bad.
Arrius is pretty bad.
heck, most of them are all bad... most of them would fail "smart Keep placement" 101.
I do feel sorry for DC there. There are two seperate points at Glademist can be siege at the outer and inner from up above outside the keep. Its crazy
I think Aleswell is the worst because you don't even need to siege the outer if you can jump right or streak. Bleakers has the most easily defended siege spot which was almost impossible to attack the siege when ground oils were a thing. I know a few of you remember that at Bleakers.